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Gaming Game Economics

There's a lot of talk around the SWI cooler about incentivizing gaming fun through the economic system. Great idea!

(It'd be awesome if RL economists were thinking like that, btw.)

There are a lot of unforseen problems, because it's almost impossible to project some factor for the desirability of a particular in-game tool/toy.

That, and they rarely do the math.

Damion Schubert has an excellent and straightforward example of what NOT to do to your players. (In language for all us non-economists.)

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